#include #include //smrpg basing !medic on the health perk. #tryinclude #pragma semicolon 1 #define PLUGIN_VERSION "1.0" #define PLUGIN_AUTHOR "tuty" #tryinclude #define SOUND_FILE "misc/medic.wav" new Handle:gPluginEnabled = INVALID_HANDLE; new Handle:gMinHealth = INVALID_HANDLE; new Handle:gMedicCost = INVALID_HANDLE; new Handle:gShowInChat = INVALID_HANDLE; new Handle:gMaxTimeUse = INVALID_HANDLE; new gPlayerMoney; new gUsedMedic[ MAXPLAYERS + 1 ]; public Plugin:myinfo = { name = "CSS Medic", author = PLUGIN_AUTHOR, description = "You can call a medic.", version = PLUGIN_VERSION, url = "www.ligs.us" }; public OnPluginStart() { HookEvent( "player_spawn", Event_PlayerSpawn ); RegConsoleCmd( "say", Command_Medic ); RegConsoleCmd( "say_team", Command_Medic ); CreateConVar( "cssmedic_version", PLUGIN_VERSION, "CSS Medic Version", FCVAR_PLUGIN | FCVAR_SPONLY | FCVAR_REPLICATED | FCVAR_NOTIFY ); gPluginEnabled = CreateConVar( "css_medic", "1" ); gMinHealth = CreateConVar( "css_medic_minhealth", "99" ); gMedicCost = CreateConVar( "css_medic_cost", "2000" ); gShowInChat = CreateConVar( "css_medic_showcall", "1" ); gMaxTimeUse = CreateConVar( "css_medic_maxuse", "1" ); gPlayerMoney = FindSendPropOffs( "CCSPlayer", "m_iAccount" ); } public OnClientConnected( id ) { gUsedMedic[ id ] = 0; } public OnClientDisconnect( id ) { gUsedMedic[ id ] = 0; } public OnMapStart() { decl String:MedicSound[ 100 ]; FormatEx( MedicSound, sizeof( MedicSound ) - 1, "sound/%s", SOUND_FILE ); if( FileExists( MedicSound ) ) { AddFileToDownloadsTable( MedicSound ); PrecacheSound( SOUND_FILE, true ); } } public Action:Event_PlayerSpawn( Handle:event, const String:name[], bool:dontBroadcast ) { if( GetConVarInt( gPluginEnabled ) == 1 ) { new id = GetClientOfUserId( GetEventInt( event, "userid" ) ); if (!IsValidClient(id)) { return Plugin_Handled; } gUsedMedic[ id ] = 0; } return Plugin_Handled; } public Action:Command_Medic( id, args ) { decl String:Said[ 128 ]; GetCmdArgString( Said, sizeof( Said ) - 1 ); StripQuotes( Said ); TrimString( Said ); if( StrEqual( Said, "!medic" ) || StrEqual( Said, "!doctor" ) ) { if( GetConVarInt( gPluginEnabled ) == 0 ) { PrintToChat( id, "\x03[CSS Medic] \x01Sorry, you can't call a \x04Medic\x01 !" ); return Plugin_Continue; } if( !IsPlayerAlive( id ) ) { PrintToChat( id, "\x03[CSS Medic] \x01You can't call \x04Medic \x01while you are dead!" ); return Plugin_Continue; } new maxtime = GetConVarInt( gMaxTimeUse ); if( gUsedMedic[ id ] >= maxtime ) { PrintToChat( id, "\x03[CSS Medic] \x01You can call \x04Medic \x01only \x03%d \x01times per round!", maxtime ); return Plugin_Continue; } new money = GetClientMoney( id ); new cost = GetConVarInt( gMedicCost ); if( money < cost ) { PrintToChat( id, "\x03[CSS Medic] \x01You don't have enough money to call a \x04Medic\x01 ! You need %d$", cost ); return Plugin_Continue; } if( GetClientHealth( id ) >= GetConVarInt( gMinHealth ) ) { PrintToChat( id, "\x03[CSS Medic] \x01Hey dude! You have enough health, and you don't need a \x04Medic \x01! Go back to fight!" ); return Plugin_Continue; } gUsedMedic[ id ]++; //overwritting the cvar by using the health perk from smrpg. so it will always just restore max health. SetEntProp( id, Prop_Data, "m_iHealth", SMRPG_Health_GetClientMaxHealth(id) ); SetClientMoney( id, money - cost ); PrintToChat( id, "\x03[CSS Medic] \x01Successfully called a \x04Medic\x01 ! You are now healed." ); if( GetConVarInt( gShowInChat ) != 0 ) { decl String:Name[ 32 ]; GetClientName( id, Name, sizeof( Name ) - 1 ); PrintToChatAll( "\x03%s \x01(CALLED): \x04Medic!", Name ); } new Float:fOrigin[ 3 ]; GetClientAbsOrigin( id, Float:fOrigin ); EmitAmbientSound( SOUND_FILE, fOrigin, id, SNDLEVEL_CONVO ); AttachClientIcon( id ); } return Plugin_Continue; } stock SetClientMoney( index, money ) { if( gPlayerMoney != -1 ) { SetEntData( index, gPlayerMoney, money ); } } stock GetClientMoney( index ) { if( gPlayerMoney != -1 ) { return GetEntData( index, gPlayerMoney ); } return 0; } stock AttachClientIcon( index ) { TE_Start( "RadioIcon" ); TE_WriteNum( "m_iAttachToClient", index ); TE_SendToAll(); } stock bool IsValidClient(int client) { if (client > 0 && client <= MaxClients && IsClientConnected(client) && IsClientInGame(client)) { return true; } return false; }